Here is another problematic model that causes a crash (
The thing is that the meshes have to be split up if a mesh has several materials because unreal wants to have one material per section. This is no problem because in this case the Fbx file shows which polygon belongs to which material. However, your FBX file is divided into 10 sections but only contains 9 materials. Hence the crash. I have intercepted this by creating a mesh if it is missing. Does not crash, but is displayed incorrectly. I’ll see if I can change the process to deal with this. May take a few days. Thanks for the fbx file.
Any news? )
I fixed the problem on Thursday. Since I have a code base with the formats glTF and GLB, I have merged the code. Unfortunately, UE4.27 is causing problems. That’s why I couldn’t upload the update. Friday I only do support. So it will be released at the weekend or at the beginning of next week.
Thanks for the update and new features! )
The U scale shows the correct values, but the V scale is always equal to 1.
And another bug – the texture type does not determine the alpha texture.
Can you describe the alpha texture in more detail or create a test mesh?
I’ll have a look at the V Scale.
Apart from the fact that your test mesh is very small and extremely far away from the origin, it actually looks like in blender. What exactly is wrong?
The screenshots are too small, so I can’t tell if there’s an alpha texture on the fence.
In my shipping build, the texture type doesn’t detect alpha.
Well, the file doesn’t say anything about alpha. It says “3dsMax|Parameters|cutout_map”. Should I interpret this as alpha?
3ds Max recognizes the Cutout (Opacity) Map parameter as alpha.
I have sent a new version to Fab.
How do you actually use both scale values? The TexCoord Node only has one pin.
Oh, boy. Much more code than I expected.
The textures are kept in RAM and when a mesh is created with the same texture, the texture is taken from the ram and not recreated. This is much faster.
Hi Socke,
I’ve neen using your plugin, and have a question regarding the “Coordinate System” property in the “Load Mesh File Async Node” - what is right-handed and what is left-handed?
I’ve tried to look for an answer in the documentation (https://www.virtualbird.de/ue4Doku/RealTimeImport/) but couldn’t find it, apologies if this is already covered elsewhere.
If you want to create a polygon from 3 vertices you have to connect them. You can make 1,2,3 or 3,2,1. The direction in the file must match the direction in the 3D app. Unreal has chosen a different way than all the others. You may also know this from the Z axis instead of the Y axis for up and down. I try to compensate this in the plugin but with some files you have to select this yourself otherwise they are mirrored.
Awesome, thanks for the clarification - I’ll keep that in mind when testing the importer.
Does it support macOS? Does it support Collision?